Arkham Horror: The Card Game is a cooperative Living Card Game® set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies.

Their efforts determine not only the course of your game, but carry forward throughout whole campaigns, challenging them to overcome their personal demons even as Arkham Horror: The Card Game blurs the distinction between the card game and roleplaying experiences.

In Arkham Horror: The Card Game, you become one of the unlikely group of investigators living and working in or near the quiet New England town of Arkham. You might assume the persona of Federal Agent Roland Banks, or you might slip into the role of street urchin Wendy Adams. Regardless of which investigator you become, you'll begin play with a number of different strengths and weaknesses. Some of these are indicated by your double-sided investigator card. Others are built into your deck.

You'll have a good measure of freedom in the design of the rest of the deck. You can load it with different gear you might equip, allies that you'd like to accompany you, spells you might cast, weapons to help you battle the strange monsters you encounter, talents you can develop, and events that might grant you valuable momentary advantages. However, no matter which cards you build into your deck, you'll have to remain cognizant of your physical limitations.

Even if you're fighting monsters that defy explanation, you're still only human. That means you've only got one neck, one body, and two hands. It also means that your mind can only withstand so much strain before you go mad. Accordingly, in Arkham LCG, your investigator can only equip a limited number of items. And you'll count yourself lucky to find even one ally bold enough to accompany you along the way.

For all the freedom you gain in building your deck, however, the greatest freedom you gain as an investigator in Arkham LCG is the ability to steer your investigation in whichever direction you wish. Do you want to scour a room for signs of the occult? You can. Do you want to leave the room and explore another location? You can. Would you prefer to load your weapon in case the sounds that you're hearing are being made by something not fully human? You can.

Your decisions in Arkham LCG aren't limited by the cards in your hand. Rather, you have three actions each round to use as you wish—to search for clues, to move, to battle monsters, or to dig for resources and equipment. You're the character; you're not limited by the cards in your hand.